Sunday, 22 June 2014

Srevensia - Match Making Marauders Design Document Part E

Srevensia - Match Making Marauders Style
E Design Document

1. Concept

Srevensia - Match Making Marauders Style B is a
puzzle battle game. Players make matches of three to form arming and disarming
points to cause enemy’s mine to explode while preventing the same from
happening to the player.

2. Goal

To reduce opponent’s HP from 25 to 0.

3. Disclaimer

Most of this document uses 2D rank 9 with standard rules as template.
Additional rulesets and alterations for other modes are detailed in additional
game modes section.

·Orange boxes: Turn counter – Keeping track of
how much turns have passed.

5. Gameplay mechanics

a. Matching

Matching is done by swapping spell box so that three spell blocks of
the same element/color form a horizontal/vertical line. Non-matching swaps are
penalized with 3HP reduction and no force accumulation, which shall be
explained in the force section.

When a match is done horizontally, arming points are formed and move
towards the enemy to arm mines. Armed mines have countdown time of (6*number of
dimensions). When a match is done vertically, disarming points are formed and
move towards the player to disarm mines. When countdown time turns 0 at the
start of a turn, the mines explodes and damages the player who has them. A mine
is disarmed if the mine strength is reduced to 0 and the timer will be reset.

Spell blocks always disappear after matched and replaced with new ones.
How does the spell blocks get replaced will be detailed in the random number
generator behavior section. Chain matches alternate between arming and
disarming. In case of simultaneous matches, the block selected for matching is
used as the first matching block.

After 2 turns have passed, the active mine counters would switch sides,
as indicated at the axis counter.

b. Elements

The spell blocks in the spell field can be any of the nineteen elements
of nineteen colors:

Color

Element

Star

Fire

Wood

Water

Ice

Wind

Poison

Earth

Sun

Light

Moon

Dark

Sound

Neutral

Steam

Metal

Crystal

Thunder

Cosmo

Dimension

Oracle

c. Match effects

Every element has their own match blast when attacking. The mines also
have their own effects:

Element

Match effect

Mine effect

Fire

Enemy’s mine is locked with minimum strength of 1. Player’s mine is unlocked.

Damage -1

Water

Cover 1 block permanently

Restore 1 block to normal

Wind

Prevent exploding mines to gain elemental effect. If the prevention
has been triggered, the prevention is cancelled.

Enemy’s mine aligned with that of player’s have elemental effects
nullified.

Earth

Increase the enemy’s explosion timer aligned with the enemy’s blast
by (number of dimensions*2). The reverse applies to player’s explosion timer.
If there is no mine, the effect applies once a mine is armed. This can happen
once per explosion.

The strongest mine of player has explosion timer increased by (number
of dimensions*2). If there is no mine, the effect applies once a mine is
collected. This can happen once per explosion.

Light

HP +1 if HP less than enemy

Get 1 force point per mine exploded

Dark

Bind 1 block permanently

Bind 1 player’s mine for 1 turn.

Neutral

Increase the enemy’s mine strength by 25% or 1 point, whichever is
higher. Reduce the player’s mine strength by 25% or 1 point, whichever is
lower.

Damages enemy by half of mine strength after damage calculation.

Metal

Arming/disarming point of the matching block is sent to the other
axis.

Explosion affects the strongest mine at the adjacent minefield with
the affected mine is used as defense.

Thunder

Arming/disarming point of the matching block is duplicated to the
other axis.

A random player’s mine has the strength reduced by half the amount of
the exploding mine’s strength.

Shift the blocks aligned with matching block in the direction of
attack. Out of bounds blocks warp. Effect is cancelled if hitting moon mines.

Shift the blocks aligned with mine in the opposite direction of
attack. Out of bounds blocks warp. Effect is cancelled when defending moon
attacks.

Sound

Creates a filter permanently. Filter turns arming points into
disarming points. Player 1’s filters are dotted while player 2’s filters are
dashed.

Change one of enemy’s filters to that of player. If no filter exists,
a filter is placed at a block aligned with the enemy’s attack with the
shortest time randomly.

Steam

Rise a block. Rose blocks block any points from getting through once.

Raise a random minefield until it explodes. Rose minefields cannot be
armed or disarmed and do not cause damage when exploding.

Crystal

Forms a mirror. Mirrors reflect attacks when hitting the surface.
Reflected points back to the player have the points and effect applied to the
player. Matches hitting mirror edge on pass through them.

Spins one mirror (90/number of dimension) degrees across blocks but
cannot spin out of bounds.

Cosmo

Creates a shifter. Shifters shift points to an adjacent row/column without
changing their direction.

Steals the strongest mine to withstand explosion. If player’s mine is
stolen, the stolen mine is returned intact. If enemy’s mine is stolen, enemy’s
mine is disarmed. If there are no mines, mine strength is reduced by 25% (reduction
rounded down) before it detonates.

All decimals are rounded down unless stated otherwise.

When a match is formed, the block which forms the match has the match
effect active while the rest are left intact.

Covered blocks are marked with blue diagonal line and do not form mine
pieces. Water blocks cannot be covered.

Bound blocks are marked with black diagonal line and unmatchable. Dark
blocks cannot be bound.

Corrupted mines have the texts strikethrough and deals double damage
when exploding. Reversed mines are turned 90 degrees and heal the player when
exploding. Oracle mines cannot be corrupted or reversed.

Match effect that involves blocks affect blocks in the matched blocks
path. If the effect cannot be triggered normally, they will trigger randomly at
other areas of the spell field. If it cannot be triggered at all, they will be
stored for the next use as indicated in the effect charge counter and will
override normal match effects.

Only one block effect can be applied to one block at any time. If any
effect causes multiple block effects appear on the same block, the effects are
reapplied until multiple block effects do not appear on the same block.

Only one mine effect can be applied to one mine at any time. Further
effects are nullified until it wears off.

d. Calculations

Points collected=number of spell blocks aligned with the mine

Explosion damage=mine strength

Actual Damage=Explosion Damage+Damage effect Modifiers

Force Accumulated=Actual Damage

e. Spells

Before spells can be cast, players must pay 10 force, which shall be
signified by the force gauge turning dark blue. Then, a match must be done or
no spells will be cast. The matched blocks will not form mines. The element of
the match done determines what spell is cast:

Element

Spell

Effect

Fire

Inferno

Deal 7 damage to enemy

Water

Rain

Cover blocks equal to maximum number of elements
available for the remainder of the battle unless they are matched.

Wind

Breeze

Enemy's effects including spell effects disabled for the
enemy’s next [(number of elements available+1)/2] times

Earth

Earthquake

All player’s blast timers get reduced by 4 (except mines
with blast time 4 or less) while enemy’s blast timer increased by 4 (except mines
with 8 or more)

Grant metal effects stack on the player for [(number of
elements available+1)/2] times.

Thunder

Thunderstorm

The next [(number of elements available+1)/2] attacks have
thunder effects stack upon them.

Star

Shine

Grant star effects stack on the player for [(number of
elements available+1)/2] times.

Wood

Supply

Grant wood effects stack on the player for [(number of
elements available+1)/2] times. Force consumption applies after effects ended
up to total of 20 points. If force point consumption exceeds 20, remaining
force points are not reduced.

Ice

Freezing

Grant ice effects stack on the player for [(number of
elements available+1)/2] times.

Poison

Poisoning

Grant poison effects stack on the player for [(number of
elements available+1)/2] times.

Sun

Shine

Board reset without force penalties.

Moon

Blanket

All blocks move right 1 unit and up 1 unit. Matched
blocks are unaffected. Blocks warp through matched blocks and matched blocks.

Sound

Pulse

Convert 2 enemy filters to that of player’s. If there
are fewer filters, new filters are made.

Steam

Emission

Raise 2 random blocks and 1 random player’s defense
areas.

Crystal

Bling

Add 2 mirrors randomly

Cosmo

Phase

Add 2 shifters randomly

Dimension

Wormhole

Forms 2 warped blocks randomly

Oracle

Yin Yang

Grant oracle effects stack on the player for [(number of
elements available+1)/2] times.

Once the cost was paid, the player cannot do the same again for the
remainder of the battle. In case of simultaneous matches, the match made from the
selected block is used as the spell.

f. Random number generator behavior

Random numbers are generated without regards of the board condition.
The numbers fill from left to right, followed with top to bottom. In case of
multiple matches, the match done by the matching block gets priority.
Subsequent matches fill normally.

g. Board resets

When there are no match is possible, all of the blocks in the spell
field will be replaced with new ones and both player’s force gauges are reset
to 0.

h. Bonuses to making matches of more than 3 blocks

Matching more than three blocks of the same element grant additional
value to the block used to form the match by the number of extra blocks
matched. However, covered blocks do not count when determining the value.

If a simultaneous match occurs, the blocks are used to form matches
gain value equal to (number of simultaneous matches – 1).

6. Options

The game mechanics are partly customizable through the below options:

-Arming only: All matches turn into arming points
without regard of any way the match was done

-Adjacent match: Any three or more blocks which
are adjacent to any of themselves counted as a match

-Non-matching spells: Spells can be activated
without needing to match. With this option, players select a spell before match
starts and it become the only spell usable for the players for the remainder of
the battle.

-Chain behavior V2: Matches after the first retain
the same arming/disarming property of the first match

-Disarming only: Mines are pre-armed with
strength of 6 with no element and all matches turn into disarming points. Mines
rearm without elements right after it disarms or explodes.

-Board pre-match: Allows the spell field at reset
having matches already

-Force matchable blocks: The random number
generator will attempt to form potential matches

-Inward gravity: Instead of the blocks being
replaced, the blocks are pulled towards the mine field and blocks filling the
blanks.

-Outward gravity: Instead of the blocks being
replaced, the blocks are pulled away from the mine field and blocks filling the
blanks.

-Fixed gravity: Instead of the blocks being
replaced, the blocks are moving in a fixed random direction determined at the
start of the battle and blocks filling the blanks.

-Extended game: Both players start with 50HP.
Spells are available once between 50 to 26 HP and another between 1 to 25 HP.
If player does not activate force when HP is between 26 to 50 HP, the spell is
considered wasted even when HP is restored back into range.

-Long game: Both players start with 100HP. Spells
can be cast up to 4 times, but a cooldown period of 6 turns is imposed after a
spell was cast before the next one can be cast.

Chain behavior V2 and attack only options are mutually exclusive. Only
one of 90 degree, Parallel siege and Perpendicular siege option can be active.

7. Alterations for other game modes

a1. 1D modes

The mine fields at the left and right sides are enabled while the ones
at top and bottom are disabled. As such, there is no mine field switch per 2
turns. Expert mode cannot be used with this game mode. Blast timer is reduced
to 6.

a2. 2D quad play modes

The field is exactly the same, but the attack direction changes every
turn. After determining who gets to play first, the second player is the player
opposite to the first player, the third player to the left and the last to the
right. When attacking, the player’s first turn attack is towards the enemy
opposite to the player, the second turn towards the enemy left to the player
and the third turn towards the enemy right to the player. The cycle then
repeats for the subsequent turns.

a3/1. Tag team assault mode

Gameplay is similar to 2d quad play modes, but players play in a team
with combined HP. Team players are aligned 90 degrees with each other and turn
order becomes Team 1 player 1, Team 2 player 1, Team 1 player 2 and Team 2
player 2. Team mates do not attack each other and player’s attack alternates
between the two enemies.

a3/2. Tag team defense mode

Gameplay is similar to 2d quad play modes, but players play in a team
with combined HP. Team players are aligned opposite with each other and turn
order becomes Team 1 player 1, Team 2 player 1, Team 1 player 2 and Team 2
player 2.

a3/3. Tag team break mode

Gameplay is similar to tag team defense mode, but the goal is to reduce
own team’s HP to 0 before opponent does.

b1. Rank modes

Elements are fixed and the board length is equal to that of number of
elements in play. The rank modes are as follows:

Element

Rank 1

Rank 2

Rank 3

Rank 4

Rank 5

Rank 6

Rank 7

Rank 8

Rank 9

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b2. Standard modes

Elements are chosen randomly before battle starts and board length is
equal to number of elements in play. The possible number of elements is as
follows:

Name

Number of elements

Easy

5

Medium

6

Intermediate

7

Advanced

8

Expert

9

Ultimate

10

b3. Casual modes

Elements are chosen randomly, but the board length is 1 more than
number of elements in play. The possible number of elements is as follows:

Name

Number of elements

First

4

Learner

5

Novice

6

Amateur

7

Semi-Pro

8

Professional

9

9. Thunder element behavior in 2D quad play mode

In 2D quad play mode, thunder element behaves differently
than in 2D advanced mode. When the attacking direction is to the enemy opposite
of the player, the duplicate attack will be directed to either left or right
side randomly. The similar applies with other attack directions.

10. Spells exclusive to Non-matching spell option

Name

Effect

Free Swap

Allows a block to switch places with another one. Resulting matches
have the matching block values tripled.

Power Up

Increase all enemy’s mine strength by 1.

Power Down

Decrease all player’s mine strength by 1.

Aligner

Align player’s mine to enemy’s mine based on enemy’s mine strength.

Disperser

Align enemy’s mine away from player’s mine field as much as possible,
but the resulting damage is halved.

Burglary

Steals (number of elements/4) enemy mines right during conversion of
matches to mines, prioritizing empty spaces. Any merged mines have the
elements replaced.

Merger

Merge 2 yet to attack mines to 2 weakest attacking mines during the
start of next turn.

11. Legal

This work is licensed under the Creative Commons Attribution 4.0
International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/.
With that, as long as attribution is given by linking back to the blog and
crediting this document to Murazrai, there shall be no restrictions of using or
adapting this document, including for commercial purposes.